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Secret of the Ennos Estate

On the south side of Dawnharbor, near the Fairie’s Citadel, is the small Ennos Estate – a pleasant two-story stone house with fenced in front yard and decorative shrubberies. Klebor and Manfred Ennos, both eligible bachelors of the city’s landed gentry, keep to themselves generally and only the younger brother Manfred is ever seen at the local drinking establishments (although it is rumoured that Klebor is a member of the Order of Ochre and Garnet).

Secret of the Ennos Estate

The house includes guest facilities and kitchen in the single-story wing, with the brothers private rooms being in the second floor.

To those who are too nosy for their own good however, the Ennos Estate can seem a little strange. Odd people come and go at odd hours, sometimes carrying far more than any decent city person would be in packs and bags. Sometimes they stay for an hour or two, sometimes for a few days. And yet they are never seen in the company of the Ennos brothers. For the Ennos boys are semi-retired adventurers and it is hard to fully break away from your old life, especially when your companions come knocking because most of them are homeless wanderers.

Thus the Ennos estate has a set of secret underground chambers converted from the old root cellar. Accessed from a secret room behind the library and sitting room, these chambers have served as hiding places, treasure storage, demon lockdowns, and even hosted an extra-planar portal on more than one occasion.

This map was originally drawn last summer for RPG Crate where it was paired with a short adventure. It is presented here free for your personal use and enjoyment.

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1 thought on “Secret of the Ennos Estate”

They end up creating a waystation for the next generation of murderhoboes. Although it is more traditionally an inn or tavern, there is still a need for lower key places that are better for when things need to be kept on the down low.

This, and what it inspires, is something I’ll store away for use in the setting I work on from time to time: That there is a tradition of those who held an “adventurer’s writ”[1] but have retired to show hospitality and support to the current holders of writs, (it might be as simple as giving a safe place to camp or it could be some political access to get a writ from the local lord, (along with information on a ‘problem’ said lord would like to see gone).

[1] Which is needed to make all this going into ancient tombs and such legal. Note that writs are generally limited in scope, (e.g. one at the start of a campaign might allow for action against the goblin tribes of the Bloodrock hills[2]), and always limited in area, (as in: Where the lord issuing it has authority).

[2] Plus whatever stock language along the lines of “fighting off bandits and pursuing them to their lair,” is used in the area.